This series of five workshops was offered throughout Fall 2017. Each workshop consisted of an approximate 1.5 hour synchronous session followed by asynchronous activities and discussions via Canvas. If you are interested in the session recordings or resources, contactMarilyn Goodrich at email@example.com to be added to the Canvas space.
Faculty teaching in the Administration of Justice (BR, DB, FE, GA, HN, NK, SH, WB), Biobehavioral Health (NK, GA), Biology (HBG, YK), Business – Accounting (HN, SL, WB), Corporate Communication (HN, SL, WB, WS), General Engineering (AB, BR, GV), Health Policy Administration (HBG, MA), Information Sciences and Technology (DB, NK), Project and Supply Chain Management (BR, FE, GA, NK, SH), and Rehabilitation Health Services (HN, WB) shared programs.
- Description: This session focused on creating engaging, meaningful instruction and classroom activities for geographically dispersed video-conferencing courses. Best practices, approaches to engage students, and instructional strategies of conducting demonstrations, debate, polling, and using case studies were introduced.
- Description: This session focused on creating engaging, meaningful instruction with a focus on student participation in real-time desktop video-conferencing (formerly web-conferencing) class sessions. Best practices, approaches to engage students, and instructional strategies of polling, whiteboard activities, chat discussions, and student break-out rooms were introduced.
- Description: The role of team work and peer reviews within higher education tend to be avoided due to student feedback on these types of activities or the unsuccessful implementation. Within this session, the focus was on overcoming these challenges within the curriculum by:
- Location: Online
- Description: This session introduced the concepts, key elements, and benefits of incorporating scenario-based simulations and games into the course curriculum. Having students learn through interactive content and social components enrich student understanding and guide students through hands-on experiences. A spectrum of very simple interactive elements up through complex simulations and gamification were covered. A framework of how to build these interactions around a set of learning objectives, guide students in the right direction without directly telling them as they experience feedback, and provides a way to engage students in complex learning objectives was explored.
- Topic: Round Robin of New Pedgagogy and Technology in Higher Education
- Description: In